Infinite Point

Test Alliance Please Ignore

What nullbear isn't? But, seriously folks, for those that don't read titles, my name is Aiwha and I'm running for CSM 10, you might have seen me shiptoasting around the EVEO forums or in a local chat ingame. I'm an active member of S2N a la N3 a la BoB... 4.0? Or is it 5 now? Any way, if you're CFC we're the bad guys (grrgoons ect), if you're not we're the good guys, and if you don't care you're lucky. But that's all besides the point.

The point itself is, you should vote for me as a member of your tenth CSM to CCP. I've been an EVE online player for six years, and in those six years, I have been "average". I've run level IV missions in highsec with the occasional frigate roam to lowsec, and did okay. I've been "the tiny inconsequential alliance nobody gives a **** about" in nullsec and gotten beaten to death by a more serious power, and did okay. I've done a little faciton warfare, and did bad. (It was bad.) ((We were bad.)) (((I am so, SO sorry about that.))) Now however, S2N and N3 are one of the big superpowers busy making angry eyes at each other whilst furiously milking our renter cashcows for isk to throw at each other. While my lifestory in EVE pretty much revolves around nullsec. On the side, I've also dabbled in WH living and exploration. Highsec manufacturing, and the exciting counterpart to "Skill Queue Online", "Researching Blueprints Online". (which is "fun" in the same way staring at a cake you didn't actually make in the oven is "fun")

Most of you don't care about that though. Most of you care about why I'm asking for your vote. I want your vote because odds are, I understand the basics of your lifestyle. I understand enough that I can voice your comments and concerns to CCP when shown the upcoming content to EVE online, and do my damnedest to see that your concerns are met with the response that they deserve. I want to be the guy looking out for the best interests of everyone. I want your vote because I want to listen to your story, and represent your concerns to CCP.

This is the part where I tell you things that I personally want to see changed/introduced/adressed. I'm going to try and keep it short, simple, and organized.

NULLSEC

MOAR STRUCTURES! Not timers, structures. Stuff that can be blown up to make other people miserable. IHUBS are nice, but why are the IHUB services not like station services? Why can't I spend 8 hours in a SB blowing up that sexy little WH generator that's just asking for it?

MOAR STATION*!*wrecks Destructable stations. Personally, I think that's the holy grail of sov warfare. **** hellcamps, if they won't undock, burn it to the ground.

REMOVE KEBLOB! While giant 2000+ fights can be fun to hear about, they're a little less fun to actually do. We need to find a way to spread all the love and lag around so that its not just the big guys grinding against each other all day.

BUFF BLOPS! Just a little bit. So SB's and Bloppleships can be the those daggers in the dark they all were born to become.

WORMHOLES

MORE NEWBIES! WH space is desolate. (Its not dead, but its very empty) I want to promote more ways for newbies to see both the riches and danger of WH space, and become a new generation of crazy Mad Max capsuleers.

MORE MOVEMENT! Originally, CCP designed WH space as a place for us to temporarily inhabit before returning to known space. The forefathers said **** that and pioneered the modern WH lifestyle, and CCP thought that was cool as **** and let them stay. I would like to see more options for expeditionary style gameplay in WH's as well as the current lifestyle. (more people moving around means more chances for pew too)

INDUSTRY

PI REWORK! PI needs a little love. I mean, its called "passive" income, but goddamn my finger hurts from all the clicking.

BLUEPRINTS! Remember what I said about watching cakes bake earlier? If you read it? Its boring. You stick it in a slot, and wait till its done. Give people the ability to speed up their blueprint copying/researching by DOING something besides just training patience to V.

Its getting kind of awesome. Keep it up. More events like the T3 destroyer introduction with in game consequences would be cool.

See something you like? See something you dislike? Have an idea or concern that isn't addressed?

EVE MAIL ME

Allow me to repeat.

EVE MAIL ME

I will read (and try to respond) then write down everything I can from anyone that asks, and if I am elected, will keep a semi organized folder of your concerns on hand for all discussions with CCP and the rest of the CSM. I don't want to just be a CSM, I want to be your CSM.

As an avid forum warrior, I will do my best to answer any questions, comments, or concerns you want to leave here. Thanks for your time, fly safe.

Obstergo

Red Coat Conspiracy

MORE NEWBIES! WH space is desolate. (Its not dead, but its very empty) I want to promote more ways for newbies to see both the riches and danger of WH space, and become a new generation of crazy Mad Max capsuleers.

MORE MOVEMENT! Originally, CCP designed WH space as a place for us to temporarily inhabit before returning to known space. The forefathers said **** that and pioneered the modern WH lifestyle, and CCP thought that was cool as **** and let them stay. I would like to see more options for expeditionary style gameplay in WH's as well as the current lifestyle. (more people moving around means more chances for pew too)

Aiwha,

Nice to see wormholes mentioned in any campaign, however could you elaborate on these two points more?

1. "How" would you promote bringing in new players? If your idea is to make wormholes easier, than you'll receive an "absolutely no" by many wormhole players. Wormholes aren't supposed to be NPE, and by NPE I specifically mean that for brand new players to the game. If your idea is to just improve influx into wormholes, than I'm all for it and just hope your vision just doesn't mean to make it easier to make it more appealing. Honestly, the difficult pioneer lifestyle was what makes/made many wormholers so committed and proud in the early days.

When we inhabited an area of the game CCP told us we couldn't inhabit in 2009/10, we had the opportunity to actually play in a frontier. Over the course of the past years, scanning has been made easier, third party services for wormholes have become a thing, wormhole politics have organized, POS/Corp mechanics are changing, and players have created a ton of guides, blogs, and videos to help players in wormholes.

That said, wormholes have become much easier over the years since their inception, and I'd be hard pressed to support any agenda that made the wormhole gameplay easier. The pioneer frontier of wormholes was what made them great, and for those that were in wormholes in '09, that is already lost. Hopefully, though, for newer players to the community, they can still get a sense of what we felt in the early days, even if they have far more guidance and help available to them.

2. Could you explain "more movement" better, with any examples you'd envision? When we inhabited wormholes, we were told by CCP Greyscale later on that noone was intended to live there... at all. But, as Jeff Goldblum famously said life finds a way.

In wormholes, their have been a number of movement options, from players who base in high/low/nullsec and journey into wormholes for content (known as "daytrippers"), players that live out of an Orca or just basically backpack through wormholes (the ones that refer to themselves as the "true nomads"), groups of players that backpack and bring simple POS's to set up "camps" in various wormholes (the "nomad groups"), groups and players who establish themselves in wormhole systems and set up a POS or POS's for "permanent" residence in a wormhole (general wormhole groups), and then there are groups that establish fully operational deathstar POS's, install POS sticks on every moon, and fill their hole with Caps/players to the max with as best coverage as possible (known as "fortress groups").

From what it sounds like, you want to improve on the earlier options to increase more nomadic and day tripping movement, if I understand correctly? If this is the case, how would you pitch your proposal to the players, CSM, and CCP given the opportunity?

Ministry of War

Amarr Empire

I agree that most of these need addressing, though Id like to hear more on how you specifically would approve as far as the changes go

though again I say it, mining caters to a playstyle/limitation some players have, if you dont like how passive it is, then do missioning, minigames should NEVER be the answer, especially when your going to be required to do it endlessly for hours straight (thats where most "redo mining" ideas fall apart, even if you find a candy-crush [not even that fun] killer, once someone is forced to do it endlessly for a couple hours, its not fun anymore).

besides, if we lose mining as a passive income source, am I just supposed to stop playing while doing paperwork or actually being at work/school? (which recently has started taking up any hours im not asleep)

besides, mining is already dangerous enough with gankers, I dont need my attention split even further trying to watch local or dscan while navigating some horrible minigame (why i left exploring after the changes)

MORE NEWBIES! WH space is desolate. (Its not dead, but its very empty) I want to promote more ways for newbies to see both the riches and danger of WH space, and become a new generation of crazy Mad Max capsuleers.

MORE MOVEMENT! Originally, CCP designed WH space as a place for us to temporarily inhabit before returning to known space. The forefathers said **** that and pioneered the modern WH lifestyle, and CCP thought that was cool as **** and let them stay. I would like to see more options for expeditionary style gameplay in WH's as well as the current lifestyle. (more people moving around means more chances for pew too)

Aiwha,

Nice to see wormholes mentioned in any campaign, however could you elaborate on these two points more?

Gladly.

I have no intentions on suggesting any nerfs to the difficulty of WH life or gameplay. On the contrary, I feel that C1's and C2's provide an excellent start to the difficulty curve in requiring little investment to make quite a bit of ISK (at least for a new player). However, I don't feel that new players are quite informed enough about the riches and perils that await in WH space.

As such, one concept I've been kicking around in my head is the introduction of an advanced career agent specifically to introduce new players to WH space and give them a little taste of the daytripping lifestyle. Perhaps even sending the player on several trips into an instanced "WH" on several missions to allow them to learn to identify sites, hone their scanning, and dangers they may encounter in the real thing.

Beyond that, as I said before, lower class WH space is already balanced enough in my opinion for rookie pilots to get their feet wet. I just want to see a better basic education available so that they know that the WH life exists.

Now, as for new content for old hands. I believe that the introduction of expeditions (a la nullsec pve expeditions) would add another layer of incredibly risky money making to WH space while also encouraging some more nomadic playstyle. Unlike nullsec however, simply requiring you to "run X in 24 hours" would be too easy. I would like to see expeditions that take place over say the course of a week or more, periodically unlocking so that you can't just roll into a hole and run it before bugging out. Running an expedition would require a dedicated group to set up shop in a random WH for a decent period of time.

Let me try to run a hypothetical timeline.

Say your corp is doing some PvE and in their PvE, get a "WH expedition" journal entry. As a group, you decide to go for it. First, its not in your home system, you only have a J-sig to go off of, so you spend several days rolling holes until you find your target.

Next up, you'd need to move a tower, and supplies into said hole since

I agree that most of these need addressing, though Id like to hear more on how you specifically would approve as far as the changes go

though again I say it, mining caters to a playstyle/limitation some players have, if you dont like how passive it is, then do missioning, minigames should NEVER be the answer, especially when your going to be required to do it endlessly for hours straight (thats where most "redo mining" ideas fall apart, even if you find a candy-crush [not even that fun] killer, once someone is forced to do it endlessly for a couple hours, its not fun anymore).

besides, if we lose mining as a passive income source, am I just supposed to stop playing while doing paperwork or actually being at work/school? (which recently has started taking up any hours im not asleep)

besides, mining is already dangerous enough with gankers, I dont need my attention split even further trying to watch local or dscan while navigating some horrible minigame (why i left exploring after the changes)

I know where you're coming from. While I find industry work pretty boring, just being alert for that suspicious T1 frigate tailing you is something that requires being "at the keyboard". However, I have a vision for industry that encapsulates what we have now, while also providing rewards for actually being at the keyboard, doing things.

How does this sound? We would leave the current, very simple option for doing industry work as it is, but introduce minigames as an enhancement to industry, rather than a replacement. That is to say, you mine X amount of ore whilst doing your taxes now, you still mine X amount of ore post patch, but you have the option to complete a small mini-game during your cycle that gives a small boost to the yield of said cycle. This would simply expand your options, without eliminating or limiting any play-styles that you currently have too badly. (Of course this would have some implications for the mineral market, and I feel that's something best explored with CCP) This also could apply to invention/research/copying for blueprints. You can leave them in and cook at default speed, or spend some time playing minigames in order to shave off a few days here or there. I feel that adding options like these would only serve to increase the possibilities and playstyles of EVE.

I'd like to take a moment here to say that I am a great supporter of the "Manufactured by X" addition to all player made items. Everyone should be able to sign their work.

I agree that most of these need addressing, though Id like to hear more on how you specifically would approve as far as the changes go

though again I say it, mining caters to a playstyle/limitation some players have, if you dont like how passive it is, then do missioning, minigames should NEVER be the answer, especially when your going to be required to do it endlessly for hours straight (thats where most "redo mining" ideas fall apart, even if you find a candy-crush [not even that fun] killer, once someone is forced to do it endlessly for a couple hours, its not fun anymore).

besides, if we lose mining as a passive income source, am I just supposed to stop playing while doing paperwork or actually being at work/school? (which recently has started taking up any hours im not asleep)

besides, mining is already dangerous enough with gankers, I dont need my attention split even further trying to watch local or dscan while navigating some horrible minigame (why i left exploring after the changes)

I know where you're coming from. While I find industry work pretty boring, just being alert for that suspicious T1 frigate tailing you is something that requires being "at the keyboard". However, I have a vision for industry that encapsulates what we have now, while also providing rewards for actually being at the keyboard, doing things.

How does this sound? We would leave the current, very simple option for doing industry work as it is, but introduce minigames as an enhancement to industry, rather than a replacement. That is to say, you mine X amount of ore whilst doing your taxes now, you still mine X amount of ore post patch, but you have the option to complete a small mini-game during your cycle that gives a small boost to the yield of said cycle. This would simply expand your options, without eliminating or limiting any play-styles that you currently have too badly. (Of course this would have some implications for the mineral market, and I feel that's something best explored with CCP) This also could apply to invention/research/copying for blueprints. You can leave them in and cook at default speed, or spend some time playing minigames in order to shave off a few days here or there. I feel that adding options like these would only serve to increase the possibilities and playstyles of EVE.

I'd like to take a moment here to say that I am a great supporter of the "Manufactured by X" addition to all player made items. Everyone should be able to sign their work.

right, but i, and a good chunk of EVE, are vehemtly against EVE becoming a game of QTEs, minigames just become a chore the third or fourth time you do them, because they never change, theres no way to actually make them enjoyable, and the worse part, its already proven bots can do most better than humans, so this would just encourage people to use botting programs because ANY edge is non-negotiable, especially in close-margin business like research and minerals

so people would either burn themselves out of EVE in short order trying to force themselves to do the same minigame for the 500th time that day, they just stop doing that activity entirely (which for many would be the only thing they DO in EVE besides chat with friends, so likely theyd just mvoe to another game and keep using the old teamspeak channel), or worse yet, just start using bots so they can keep their edge without killing themselves

all considered, I have trouble seeing ANY positive benefit to adding minigames, besides making a previously simple activity mroe complex and time consuming for the sake of "anything that keeps them from leaving the keyboard for 5 seconds"

as for the "manufactured by X", its technically impossible, the database handles objects in a simplistic manner, all of item X are identical, the second they are packaged they become a single dataline, changing this would mean you would have to have multiple data entires for EVERY item in the game to account for every possible state that single item could be in, rather than a small list of possible states that general item type could be

all considered, I have trouble seeing ANY positive benefit to adding minigames, besides making a previously simple activity mroe complex and time consuming for the sake of "anything that keeps them from leaving the keyboard for 5 seconds"

as for the "manufactured by X", its technically impossible, the database handles objects in a simplistic manner, all of item X are identical, the second they are packaged they become a single dataline, changing this would mean you would have to have multiple data entires for EVERY item in the game to account for every possible state that single item could be in, rather than a small list of possible states that general item type could be

You do have a point. However, I'd point out that in other facets of PvE, EVE players already have similar options available to them. Take ratting for instance: Some people semi-afk or even completely afk drone boats to mindlessly grind isk with minimal interaction, while others spend hours meticulously cutting every corner possible to speed clear sanctums and maximize their incomes. Whereas in industry, you have one option, click button; take nap. I want to see Industry expanded so that those who are willing to put in that extra effort can reap additional rewards in ways besides running 12 semi-afk clients.

I understand that you find changes like these distasteful, but I promise that I will keep your opinions in mind when discussing possible industry changes or additions on the CSM itself. I will also do my best to give feedback to the community (within the limits of the NDA) on any changes that may have an impact on your current play-styles so that I can be an accurate reflection of the wants and needs of the community.

As for EVE's code, I know its bad, but you've gotta have pies in the sky to shoot for when CCP finally defuses the POS code from the Bank of England or whatever its holding hostage, even if they're small ones.

all considered, I have trouble seeing ANY positive benefit to adding minigames, besides making a previously simple activity mroe complex and time consuming for the sake of "anything that keeps them from leaving the keyboard for 5 seconds"

as for the "manufactured by X", its technically impossible, the database handles objects in a simplistic manner, all of item X are identical, the second they are packaged they become a single dataline, changing this would mean you would have to have multiple data entires for EVERY item in the game to account for every possible state that single item could be in, rather than a small list of possible states that general item type could be

You do have a point. However, I'd point out that in other facets of PvE, EVE players already have similar options available to them. Take ratting for instance: Some people semi-afk or even completely afk drone boats to mindlessly grind isk with minimal interaction, while others spend hours meticulously cutting every corner possible to speed clear sanctums and maximize their incomes. Whereas in industry, you have one option, click button; take nap. I want to see Industry expanded so that those who are willing to put in that extra effort can reap additional rewards in ways besides running 12 semi-afk clients.

I understand that you find changes like these distasteful, but I promise that I will keep your opinions in mind when discussing possible industry changes or additions on the CSM itself. I will also do my best to give feedback to the community (within the limits of the NDA) on any changes that may have an impact on your current play-styles so that I can be an accurate reflection of the wants and needs of the community.

As for EVE's code, I know its bad, but you've gotta have pies in the sky to shoot for when CCP finally defuses the POS code from the Bank of England or whatever its holding hostage, even if they're small ones.

theres a difference between missions and industry though.

in missions, it doesnt matter how fast you kill those red crosses, each enemy is worth the same amount and always will be, whether you one shot them, ignore them, or semi-afk fight them

in industry, ANYTHING that improves or gives you ANY edge is mandatory, flat out, its why alot of people discourage noobs from industry, since in most cases to see profit you have to have skills at all V. This is because values in the industry proffession, as opposed to the missioning profession, are dynamic. If I can make a product faster, or cheaper, than somebody else, then their entire attempt is near pointless, as I and every one else who can do that WILL do that and keep the margins 0.01 iskd JUST enough that anybody who DOESNT do it cant make profit over base cost.

as for mining bonuses, the more ORE you mine, the less its worth, youll see the active miners make about as much now as inactives before, if not even less, and the afk miners will just be making a token amount of isk that really doesnt amount to anything tangible (and again here, your proposing mechanics that for ALOT of people will limit the amount of isk they can make an hour, in a proffession that ALREADY makes some of the lowest isk/hour in the game)

I get you just want to see improvements, but when it comes to things like mining/industry, any change that gives one group a bonus over another, only invalidates the group that doesnt have the bonus, because market values are not consistent and unchanging like missions, in markets you can either sell something cheap enough that it actually moves, or you cant, and depending on whether or not you had those bonuses, youll either make money or realize you may as well give up.

I get you just want to see improvements, but when it comes to things like mining/industry, any change that gives one group a bonus over another, only invalidates the group that doesnt have the bonus, because market values are not consistent and unchanging like missions, in markets you can either sell something cheap enough that it actually moves, or you cant, and depending on whether or not you had those bonuses, youll either make money or realize you may as well give up.

I just do not feel that handicapping everyone to the same form of industry is a fair choice. I do agree with you on your point about the current state of mining, if you don't have 100% of the bonuses, you do not compete. As I said before, I've been there, manufacturing is a razor thin line to walk and it was difficult to make isk. However, market pvp (and all industrial roads lead to market pvp) is as much a part of EVE as any nullsec brawl or WH furball, and industrialists deserve to have more options than "train every skill to V then n+1 accounts". That's why I feel adding the ability to use actual gameplay to increase your ability to compete in EVE's harsh markets will foster more budding industrialists than it harms.

I get you just want to see improvements, but when it comes to things like mining/industry, any change that gives one group a bonus over another, only invalidates the group that doesnt have the bonus, because market values are not consistent and unchanging like missions, in markets you can either sell something cheap enough that it actually moves, or you cant, and depending on whether or not you had those bonuses, youll either make money or realize you may as well give up.

I just do not feel that handicapping everyone to the same form of industry is a fair choice. I do agree with you on your point about the current state of mining, if you don't have 100% of the bonuses, you do not compete. As I said before, I've been there, manufacturing is a razor thin line to walk and it was difficult to make isk. However, market pvp (and all industrial roads lead to market pvp) is as much a part of EVE as any nullsec brawl or WH furball, and industrialists deserve to have more options than "train every skill to V then n+1 accounts". That's why I feel adding the ability to use actual gameplay to increase your ability to compete in EVE's harsh markets will foster more budding industrialists than it harms.

it wont though, the new requirement will just be "have all skills to V, then do every minigame as fast as possible the second its available", your still competing with the same products with the same profit margins, your just upping the amount of "sitting at the computer staring at something" required to participate.

MORE NEWBIES! WH space is desolate. (Its not dead, but its very empty) I want to promote more ways for newbies to see both the riches and danger of WH space, and become a new generation of crazy Mad Max capsuleers. .

it wont though, the new requirement will just be "have all skills to V, then do every minigame as fast as possible the second its available", your still competing with the same products with the same profit margins, your just upping the amount of "sitting at the computer staring at something" required to participate.

I must respectfully disagree. I do appreciate your comments and feedback though.

Jenshae Chiroptera wrote:

Aiwha wrote:

WORMHOLES

MORE NEWBIES! WH space is desolate. (Its not dead, but its very empty) I want to promote more ways for newbies to see both the riches and danger of WH space, and become a new generation of crazy Mad Max capsuleers. .

This can be done as a player. Similar to Brave's efforts.

That it can. In fact, BRAVE's own Dropbears are a perfect example. In the end, players are always going to be the ones responsible for our own content, but, I feel that CCP can and should do a little more to both raise awareness of WH's among EVE's rookie population, and incite their desire for more.